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Lucky Break needs a Rework

Secreted
Secreted Member Posts: 12
edited January 2020 in Feedback and Suggestions

On paper, Lucky Break may not sound like such a bad Perk but in reality it only has one use and it is to use it along Iron Will. That is because Lucky Break is nerfed Iron Will in all ways. Not having any Blood spillage, means nothing as long as your character is making any sounds. That is why you need Iron Will to make any use out of Lucky Break. In hindsight, instead of being an alternative to Iron Will, it's only use IS with Iron Will. That is why this perk needs a complete Rework. I was thinking about honoring the concept and making it a temporary solution, whenever you are Injured to be an alternative to Iron Will. My proposed rework would be similar to something like this.


You've had your share of scrapes and bruises, but luck's always on your side.

Lucky Break activates every time you are injured. 

While Lucky Break is active, your grunts of pain are reduced by 75 % and you won't leave trails of blood for the next 40/50/60 seconds. 

If you are put into the Dying State while Lucky Break is active, Lucky Break stays active until the timer has ended.

Lucky Break deactivates once the time has passed or you have been healed back to the Healthy State.


I'm open to suggestions if whether to buff it, nerf it or whether it's a good idea at all.

Post edited by Secreted on

Comments

  • Jejune
    Jejune Member Posts: 795

    Personally 50% is worthless on its own. Its a nice bonus. What I really like about it is the 60s timer.

    Maybe give it 3 tokens. With a possibility of gaining token for unhooking or something.

  • Fibijean
    Fibijean Member Posts: 8,342

    I like it as it is. I'm a big fan of the fact that it isn't a one-time use, and you can just not leave blood trails all game if you manage it correctly. I think people underestimate just how valuable not leaving blood behind can be when it comes to making a quick getaway, especially on certain maps (mostly indoor ones) where blood shows up very clearly. It's also a great soft counter to Sloppy Butcher.

    Even though I think Lucky Break is not a bad perk on its own, I think it's also worth noting that not all perks need to be at their strongest alone. Some perks get their strength from how well they synergise with certain others - I don't think Lucky Break is by any means useless without Iron Will, but they certainly work very well together. And that's a good thing. It's what makes experimenting with different perk builds so rewarding and interesting a lot of the time.

  • Secreted
    Secreted Member Posts: 12

    I didn't say it's useless without it. I said that in a serious scenario, there is not a single reason to pick it over Iron Will. Not to mention it has a timer, while Iron Will does not. This problem addresses the issue by making it a different choice, not just an inferior version.


    Aye, it was just a number. I could even pump it up to 100 %, if necessary so it would be basically a timed situational, but more powerful perk than Iron Will and would really apply to its name. I'll increase it to 75 % for now.